Random Name system: Now units can have random names like in wc3. And behaviors can also modify unit's name
CUnit.ResourceDamageLeech:Like the 'pillage' ability in WC3, you can gain resource from damage target. The resource you get is based on (Target'sRepairCost*Damage/Target'sLife Amount)
Two new unit filter/state: Revivable, Resistant.
Revive ability now have ValidatorArray for every slot.
ModivyUnit effect can directly revive units.
Learning ability can set Min Level and Level Skip for every abilities
Buffs can scale your Healing Dealt.(Seem only works on CreateHealer effects, doesn't work on ModifyUnit effect's healing)
The Armor Formula seems very dedicated to the WC3 armor formula and sc2 armor formula, you can modify the factors,yes. But you can't have arbitrarily math formula.
• instead green/yellow/red scheme you got blue/cyan/orange color scheme
• circle around selected units/buildings now match player's color
• red X'es in unbuildable blocks
• a bit darker minimap
• brighter minerals/neutral objects
Thank god for the updates regarding multi-region publishing and latest dependancies ... asked for so long ... finally got it done ... props to everyone.
Oh it was pretty simple really, the shinier the higher the upgrade. But not like it matters that much as long as the old ones are in the editor, and they undoubtedly are.
Im still sceptical when it comes to multi region publishing. Wasnt able to test it yet since all regions still need to be updated to the newest build.
However, im really wondering what happens when uploading more complex project using dependencies to multiple regions. What happens if the required dependency is not uploaded on all regions? What happens if the dependency uses another name? etc.
In addition, I'm not quite sure what
Quote:
Added an “Always Use Latest Version” option for Battle.net dependencies published by the active user. This is only available when using the “My Documents” source
is supposed to mean.
Also, @Renee i did some tests yesterday regarding actor phasing and was not able to get any results. I used the player filter actor messages but they didnt seem to do anything. Would be interrested to know if phasing really works natively now, especially for replays (Since the old method failed there).
Added an “Always Use Latest Version” option for Battle.net dependencies published by the active user. This is only available when using the “My Documents” source
is supposed to mean.
Dependency window to bnet file received a checkbox. I assume that you can enable it, if your dependency is a file that was published with your account. As you published the mod, it's likely that you don't just remove things from it to break your game. In case you delete things, it won't break existing maps by other users that use your mod. That's why it will only be usable for mods that you "own".
Other changes:
- Models now have a portrait offset field.
- "Art:Physics Type" in model entities was removed. But some new ones were added regarding physics.
- Behaviors have a "heal dealt multiplier" and a "heal taken multiplier"
- effects have a "damage modifier source - effect" and a "damage modifier source - value"
- modify unit effect has new fields: "rally unit - effect" and "rally unit - value"
- create healer effect has new fields: "expire effect", "final effect", new flags to suppress energy/life/shield regeneration, periodic period and periodic validator (-> for periodic effect), recharge vital fraction, recharge vital max
- weapon has 2 new fields: critical chance, critical effect
- learn ability has 2 new fields: veterancy level min, veterancy level skip
- revive ability has 2 new fields: command buttons - requirements, command buttons - validator array
- train ability has 2 new fields: death type when canceled, death type when finished
- "target life not full" validator has been removed from core mod (you can recreate it, if required...) [other core entries vanished, too. actors seems to have lost a few old ones and received even more new ones]
- action actor has new fields: host impact source - actor+effect+fail if no host+reach across effect trees, scope, subject, launch requiest - reach across effect tree, host supporter - reach across effect tree
- every actor received a new field: "filter players"
- range actors now have an "icon tint" field
Dependency window to bnet file received a checkbox. I assume that you can enable it, if your dependency is a file that was published with your account. As you published the mod, it's likely that you don't just remove things from it to break your game. In case you delete things, it won't break existing maps by other users that use your mod. That's why it will only be usable for mods that you "own". .
But what exactly does it do? I dont quite get it.
Does it mean that I dont have to re-upload a map which uses a dependency after i updated that dependency? If so, what happens if I remove or alter functions in the dependency which are used by the map? Does the map get unloadable?
Edit: Just tested it. Updated a dependency without re-uploading the map using it, but in battle.net the map had the newest dependency version in use. This is amazing. Testing what happens when deleting stuff from the dependency now.
Edit 2: Altering or deleting resources in the dependency will cause the map script to stop working completly, loading a blank map.
Edit 3: Dependency auto update even works for more complex dependency structures. Just performed a test were the map called a print function from its dependency, which by itself called a getter function from the master dependency to determine the text to print. When updating the master dependency the map will print the new string automatically. This of course requires the dependency of the map to have auto update for its dependencies (the master dependency) aswell. Good job Blizzard. :)
In conclusion this is an absolutly great feature, since now we just have to update maps if we remove or alter stuff in the dependencies, but not if we add new stuff.
@Ahli634: Go
Does it mean that I dont have to re-upload a map which uses a dependency after i updated that dependency? If so, what happens if I remove or alter functions in the dependency which are used by the map? Does the map get unloadable?
Edit: Just tested it. Updated a dependency without re-uploading the map using it, but in battle.net the map had the newest dependency version in use. This is amazing. Testing what happens when deleting stuff from the dependency now.
Yes, the map will automatically use newest mod file it can find.
@Renee2islga: Go
Oh well that can be useful in other ways too. But yea that isn't how I expected it either.
Also in the patch notes I see nothing about the critical strike stuff.
Every time they add new stuff to the editor, there would always be some 'undocmented changes'.
There is a 'DurationOverride' field for all buffs.
Which allows you to designate different duration time for different targets (with validators)
Excellent additions.
Two best additions imo:
- Multi-region publishing - Actor visibility for player
nice stuff.
Some other additional changes I found:
For galaxy: Now we can use 'Continue;' in galaxy
Data Editor:
Random Name system: Now units can have random names like in wc3. And behaviors can also modify unit's name
CUnit.ResourceDamageLeech:Like the 'pillage' ability in WC3, you can gain resource from damage target. The resource you get is based on (Target'sRepairCost*Damage/Target'sLife Amount)
Two new unit filter/state: Revivable, Resistant.
Revive ability now have ValidatorArray for every slot.
ModivyUnit effect can directly revive units.
Learning ability can set Min Level and Level Skip for every abilities
Buffs can scale your Healing Dealt.(Seem only works on CreateHealer effects, doesn't work on ModifyUnit effect's healing)
The Armor Formula seems very dedicated to the WC3 armor formula and sc2 armor formula, you can modify the factors,yes. But you can't have arbitrarily math formula.
Color Blind mode differences:
• instead green/yellow/red scheme you got blue/cyan/orange color scheme
• circle around selected units/buildings now match player's color
• red X'es in unbuildable blocks
• a bit darker minimap
• brighter minerals/neutral objects
Clickable to see animated gif
And other Protoss icons
I kinda liked the old protoss upgrade icons better :\.
Thank god for the updates regarding multi-region publishing and latest dependancies ... asked for so long ... finally got it done ... props to everyone.
Uploading was such a pain in the ass. <3 Blizz.
I didn't. They were a pain to tell apart, especially +1 and +2. Pretty sure that's exactly why they were changed.
@Eiviyn: Go
Oh it was pretty simple really, the shinier the higher the upgrade. But not like it matters that much as long as the old ones are in the editor, and they undoubtedly are.
The random name works well, just I don't know if there is any way to get unit's current randomized name as text.
Im still sceptical when it comes to multi region publishing. Wasnt able to test it yet since all regions still need to be updated to the newest build.
However, im really wondering what happens when uploading more complex project using dependencies to multiple regions. What happens if the required dependency is not uploaded on all regions? What happens if the dependency uses another name? etc.
In addition, I'm not quite sure what
is supposed to mean.
Also, @Renee i did some tests yesterday regarding actor phasing and was not able to get any results. I used the player filter actor messages but they didnt seem to do anything. Would be interrested to know if phasing really works natively now, especially for replays (Since the old method failed there).
Dependency window to bnet file received a checkbox. I assume that you can enable it, if your dependency is a file that was published with your account. As you published the mod, it's likely that you don't just remove things from it to break your game. In case you delete things, it won't break existing maps by other users that use your mod. That's why it will only be usable for mods that you "own".
Other changes:
- Models now have a portrait offset field.
- "Art:Physics Type" in model entities was removed. But some new ones were added regarding physics.
- Behaviors have a "heal dealt multiplier" and a "heal taken multiplier"
- effects have a "damage modifier source - effect" and a "damage modifier source - value"
- modify unit effect has new fields: "rally unit - effect" and "rally unit - value"
- create healer effect has new fields: "expire effect", "final effect", new flags to suppress energy/life/shield regeneration, periodic period and periodic validator (-> for periodic effect), recharge vital fraction, recharge vital max
- weapon has 2 new fields: critical chance, critical effect
- learn ability has 2 new fields: veterancy level min, veterancy level skip
- revive ability has 2 new fields: command buttons - requirements, command buttons - validator array
- train ability has 2 new fields: death type when canceled, death type when finished
- "target life not full" validator has been removed from core mod (you can recreate it, if required...) [other core entries vanished, too. actors seems to have lost a few old ones and received even more new ones]
- action actor has new fields: host impact source - actor+effect+fail if no host+reach across effect trees, scope, subject, launch requiest - reach across effect tree, host supporter - reach across effect tree
- every actor received a new field: "filter players"
- range actors now have an "icon tint" field
But what exactly does it do? I dont quite get it.
Does it mean that I dont have to re-upload a map which uses a dependency after i updated that dependency? If so, what happens if I remove or alter functions in the dependency which are used by the map? Does the map get unloadable?
Edit: Just tested it. Updated a dependency without re-uploading the map using it, but in battle.net the map had the newest dependency version in use. This is amazing. Testing what happens when deleting stuff from the dependency now.
Edit 2: Altering or deleting resources in the dependency will cause the map script to stop working completly, loading a blank map.
Edit 3: Dependency auto update even works for more complex dependency structures. Just performed a test were the map called a print function from its dependency, which by itself called a getter function from the master dependency to determine the text to print. When updating the master dependency the map will print the new string automatically. This of course requires the dependency of the map to have auto update for its dependencies (the master dependency) aswell. Good job Blizzard. :)
In conclusion this is an absolutly great feature, since now we just have to update maps if we remove or alter stuff in the dependencies, but not if we add new stuff.
PS: What the hell is wrong with the color tags..
It seems that it's no longer possible to disable physics on a model. Not ideal.
Yes, the map will automatically use newest mod file it can find.
Ooh, 3-D doodad rotation? For real?
Yeah, I'm blown away by that too. Somebody pinch me.
Can anyone test it please? And especially test if you can perform 3d rotation dynamically with triggers (send actor message to doodad/unit)
@Eiviyn: Go
That's... Irritating, I'm not sure why they'd do that. Hopefully there's a workaround.